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MSCI 343 (1)

Midterm Review This review has definitions and charts and comparisons of all the material before the midterm

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Management Sciences
MSCI 343
Mark Hancock

Review MSCI343 - Human Computer Interaction: it concerned with the design, implementation, and evolution of interactive computing systems ( human centered vs machine centered ) - Interaction Design: designing interactive products to support the way people communicate and interact in their everyday and working lives o Core Activities: analysis design implement evaluate o Usability: used to denote the ease with which people can employ a particle tool or other human-made object in order to achieve a particular goal o Usability goals: effective, efficient, safe, utility, learn, remember o User experience: how a product behaves and is used by people in the real world o UE goals: enjoyable, engaging, helpful, motivating, rewarding, fun, emotionally fulfilling o Design Principles: Visibility: make relevant parts visible, and what has to be done obvious Feedback: send information back to the user about what happened Constraints: restrict the possible actions that can be performed Consistency: design interfaces to have similar operations and use similar elements for the same tasks Benefit: easier to learn and use Internal: refers to designing operations to behave the same within an application External: refers to designing operations, interface to be the same across applications and devices Affordances: design an object have attributes that allow people to know how to use it Physical and perceived(virtual) affordances - Task Centered process: o Identification: Identify and Get in touch with people who might use your system ( Who ) Ways to get info: direct contact, interview intermediary, assume users and tasks then verify & modify assumptions accordantly Broad coverage: Expected, occasional but important, unusual users Create several task examples based on what youve learned ( What ) Task Examples: are stories that describe the actual usage of the system as well as providing detailed description of the person who is using the system Characteristics: what not how, very specific, complete job, who the user Classify tasks by frequency and importance Evaluate these task examples Circulate descriptions to users, & rewrite if needed ( omissions, corrections, clarifications, suggestions ) o Requirements: get them from the frequent expected users Classify them to: absolute must, should, could, exclude Discuss why each requirements belongs in a particular category o Design & Prototype: Develop prototypes interfaces around the user group & their tasks Scenario: describes the interaction between a person and a specific system it might be steps, how & what, complete & detailed enough, abstract, its good for a user manual, and find out missing components(depends on the prototype ) Easy & cheap to make multiple designs , and get different backgrounds o Walkthrough Evaluations: Convert task examples into scenarios Walkthrough each design using these scenarios ( motivates users actions and if they have the expected knowledge & training about the system , fix problems when found but continue ) Tasks usefulness As a design tool: should not guide the design by should be used as a criteria for ranking the functionality of the system As an evaluation mechanism: a task walk-through is fast & effective way of finding major usability problems - User-centered design & prototyping o Prototype: Def: the original or model on which something is based or formed ( mock-up ) (simulation ) Usefulness: Explore & evaluate design ideas Communicate ideas Understand existing user experiences & context o Stages: Tasks Stage Brain storm different representations Low fidelity Choose a representation Rough out interface style Task centered walkthrough & design Fine tune interface, screen design Medium fidelity Heuristic evaluation & redesign Usability testing & redesign Limited field testing High fidelity Alpha/beta tests Working Systemso Fidelity: amount of functionality & performance relative to final product Low-fidelity Name Benefits Drawbacks Sketching - high level concepts - hard to envision dynamics - easy to generate - easy to change Storyboarding - easier to see Each path = new sequence progression Pictive Experiential prototype Pictive: during design session, manipulate mock-up , and video tape the session Experiential prototype: recreate experience, using alternative medium Medium-fidelity: use same medium as final design, some but not all features Name Benefits Drawbacks Scripted simulation - specific task testable - user not able to follow - provide concrete plan - new one for each scenario - methodical - user not making decisions - user can test if it meets needs - frustration cant deviate Interface builder - interactive
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